Crafting FAQ

 


Table of Contents

  1. How do I get the crafting planner to give me the super upgrade recipes?

  2. Are There Any Greateaxe/Dwarven Recipe's etc?

  3. Can you use multiple shards at the first or second upgrade?

  4. Can you use more than three shards?

  5. Which multiple shard combinations work?

  6. Can you combine two of the same focus shards (IE + & +)

  7. Can you mix the gems/essences when combining shards?

  8. If I used the same focus on upgrade 1 & 2, can I still get a special upgrade at 3?

  9. If I didn't use the same focus on upgrade 1 & 2, can I still get a special upgrade at 3?

  10. What's the dominant order of the foci?

  11. Do I have to get a bonus on upgrade 3?

  12. What stacks with what again?

  13. What items can I get stat bonus's on?

  14. Does the order I place the two shards on the third altar matter?

  15. What's the average raw items required for all GreenSteel Recipe's?

  16. What's the average raw items required for all Tier 1 Recipe's?

  17. What's the average raw items required for all Tier 2 Recipe's?

  18. What's the average raw items required for all Tier 3 Recipe's?

  19. If I am Chaotic, will a positive made weapon inflict negative levels?

  20. Can I wear more than 1 GS item at a time?

  21. Can I use more than 1 GS weapon at a time?

  22. How do I use the Cleansing Stone?


How do I get the crafting planner to give me the super upgrade recipe's?

Underlined Devastation Elements are the Dominating Focus.  Just follow the chart, if you go Air for the first focus, and Earth for the second, the chart shows BOLAS/Water will appear in the crafting planner.

Focus #1 Focus #2 Final Foci Aspect Created Weapon Attribute Added
         
Air Air Air Air II Air Guard (On-Being-Hit chance, DC 35 Trip vs. attacker or 30-second haste)
Fire Fire Fire Fire II Incineration (On hit, there is a chance of approx. 300 fire damage. Percent chance unknown)
Earth Earth Earth Earth II Earthgrab (On-Hit chance, Reflex DC 35 negates, target helpless while held.)
Water Water Water Water II Crushing Wave (On-Hit chance, 30-40 Cold + 30-40 Bludgeon Damage every 2 seconds for 6 seconds)
Negative Negative Negative Negative Energy II Slay Living (On-Hit chance, Slay any living enemy, successful DC 30 Fortitude Save takes 3d6
Positive Positive Positive Positive Energy II Greater Disruption (~3% On-Hit chance, Undead destroyed - no save)
         
Air Earth Fire + Water BOLAS II Elemental Mastery (On-Hit Chance to add 1d6 Acid, Cold, Electric, and/or Fire. Appears to be 10-20% for each to trigger, and 80%+ chance for at least one per hit.)
Air Fire Air + Fire Smoke II Smoke Concealment (20% Blur, Permanent)
Air Water Air + Water Ice II Freezing Ice (On-Hit Chance to Freeze Target - Target is Immobilized, but no auto-crit)
Air Negative Air + Negative Vacuum II Trap the Soul (on-hit chance to cast Trap the Soul on target, 20HD version only, DC>26 [maybe30?])
Air Positive Air + Positive Lightning II Lightning Strike (On-Hit ~2% Chance to Strike with Lightning Bolt ~600-650 Damage)
Earth Fire Earth + Fire Magma II Magma Surge (On-Hit Chance to slow your opponent and cast Magma Surge, three ticks of ~100 damage each)
Earth Water Earth + Water Ooze II Sundering Ooze (On-Hit Chance to cast [Ooze Sunder] or summon CR12 Ooze to fight for you)
Earth Negative Earth + Negative Dust II Disintegration (On-Hit Chance to Inflict 500+ Damage, no save)
Positive Earth Positive + Earth Mineral II Transmuting, Keen/Impact, Slicing (+1d4 Damage vs. Targets that can bleed), Mineral (+8 Hardness, +80 Durability)
Fire Water Air + Earth Tempered II Elemental Mastery On-Hit Chance to add 1d6 Acid, Cold, Electric, and/or Fire. Appears to be 10-20% for each to trigger, and 80%+ chance for at least one per hit.)
Fire Negative Fire + Negative Ash II Enervation (1d4 negative levels). Appears to have about 5% chance to trigger on each hit.
Fire Positive Fire + Positive Radiance II Radiance (On-Crit 4d6 Light Damage + Blindness)
Water Negative Water + Negative Salt II Corrosive Salt (On-Hit Chance to hit your opponent with corrosive salt, for four ticks of 77 damage)
Water Positive Water + Positive Steam II Steam (On-Hit Chance for 2d8+8 Untyped Damage, ~20% occurrence reported)
Negative Positive Negative + Positive Stalemate II Concordant Opposition (On-Being-Hit chance, gain temporary hit points or spell points. 1% Chance on each)

Focus #1 Focus #2 Final Foci Aspect Created Clothing/Jewelry Attribute Added
         
Air Air Air Air II Air Guard (On-Being-Hit chance, DC 35 Trip or 30-second haste)
Earth Earth Earth Earth II Earthgrab Guard (On-Hit chance, Reflex DC 35 negates, target helpless while held.)
Fire Fire Fire Fire II Incineration Guard (~5% of time with 261-321 damage reported)
Water Water Water Water II Crushing Wave Guard (On-Being-Hit chance, 30-40 Cold + 30-40 Bludgeon Damage every 2 seconds for 6 seconds)
Negative Negative Negative Negative Energy II Slay Living Guard (On-Being-Hit chance, Slay any living enemy, successful DC 30 Fortitude Save takes 3d6
Positive Positive Positive Positive Energy II Greater Disruption Guard (On-Being-Hit chance, DC?? Will Save or be destroyed vs. Undead)
         
Air Earth Fire + Water BOLAS II Elemental Mastery On-Hit Chance to add 1d6 Acid, Cold, Electric, and/or Fire. Appears to be 10-20% for each to trigger, and 80%+ chance for at least one per hit.)
Air Fire Air + Fire Smoke II Smoke Concealment (20% Blur, Permanent)
Air Water Air + Water Ice II Freezing Ice Guard
Air Negative Air + Negative Vacuum II Trap the Soul Guard (On-Being-Hit chance, HD 20 version of the spell is cast, this *might* be onece per shrine)
Air Positive Air + Positive Lightning II Lightning Storm Guard - (On-Being-Hit Chance to Strike with Lightning Bolt ~600-650 Damage Reported Testing)
Earth Fire Earth + Fire Magma II Magma Surge Guard (On-Being-Hit Chance to slow your opponent and cast Magma Surge, three ticks of ~100 damage each)
Earth Water Earth + Water Ooze II Sundering Ooze Guard (Ooze Sunder on hit (about every 5 hits), may also create a CR 12 Black Pudding)
Earth Negative Earth + Negative Dust II Disintegration Guard
Positive Earth Positive + Earth Mineral II +5 Protection, Heavy Fortification
Fire Water Air + Earth Tempered II Elemental Mastery On-Hit Chance to add 1d6 Acid, Cold, Electric, and/or Fire. Appears to be 10-20% for each to trigger, and 80%+ chance for at least one per hit.)
Fire Negative Fire + Negative Ash II Enervation Guard (On-Being-Hit chance, Enervation, 1d4 Negative Levels, No Save)
Fire Positive Fire + Positive Radiance II Radiance Guard (On-Being-Hit chance, deals 4d6 of light damage and may cause blindness to attacker
Water Negative Water + Negative Salt II Corrosive Salt Guard
Water Positive Water + Positive Steam II Steam Guard (On-Hit, deal 12-22 damage every 3-5 hits)
Negative Positive Negative + Positive Stalemate II Concordant Opposition (On-Being-Hit chance, gain temporary hit points or spell points. 1% Chance on each)

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Are There Any Greateaxe/Dwarven Recipe's etc?

YES!!  As of MOD7, all weapon types with the exception of handwraps & throwing darts have been added to the game.

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Can you use multiple shards at the first or second upgrade?

Multiple shards combinations only work on the third upgrade.

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Can you use more than two shards?

There are no 3 or > shard recipes.

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Which multiple shard combinations work?

Only Multiple shards creating a known Aspect will combine.

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Can you combine two of the same focus shards (IE + & +)

Combining Single Focus Shards is not expected to yield anything special, except perhaps a waste of 12 valuable large ingredients.

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Can you mix the gems/essences when combining shards?

Only shards created with the with the same gem and essence will successfully combine at the altar of Devastation.

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If I used the same focus on upgrade 1 & 2, can I still get a special upgrade at 3?

If you chose a single focus upgrade path the only way to unlock your 3rd tier special bonus is to add a Supreme shard of the same focus e.g. you put fire at tier 1 and fire at tier 2, you have to add a fire shard to the third tier to gain your special bonus.

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If I didn't use the same focus on upgrade 1 & 2, can I still get a special upgrade at 3?

If you have an item with a mixed focus aspect (ie not fire fire, positive, positive etc) Then only by adding a "Super" Dual Shard at the 3rd Altar (Devastation) that matches the existing elemental aspect (e.g. 'Aspect of ...' on the item description) will you unlock the tier 3 special bonus effect. IE) You put Fire at tier 1 and Negative at Tier 2, you must add an Ash shard at Tier 3. Exception: Balance of Land and Sky requires a Tempered Shard, and Tempered requires a Balance of Land and Sky shard.

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What's the dominant order of the foci?

When combining Supreme Shards, the dominant element will be determined by the following order: Water, Fire, Earth, Air, Positive, Negative E.g. Fire beats Positive. e.g. Positive beats Negative. Exception: Air beats Water. The dominant element determines the tier 3 effect. E.g. it's not possible to get Good Blast on a mineral II weapon.

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Do I have to get a bonus on upgrade/tier 3?

You do not have to get a bonus effect at tier 3 if you don't want to.  IE)  You could go Positive Dominion Material then Earth Dominion Material then Positive Dominion Material and end up with a +5 holy acid burst weapon of good blast with no bonus effect - if you really really wanted (Good Blast) over (Acid Blast, Transmuting, Keen, Slicing...) (save yourself 12 ingredients!)

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What stacks with what again?

  • Stacking 1: Exceptional Bonuses WILL stack with each other, on THE SAME weapon/item. Two weapon/items with Exceptional Bonuses of the same type will NOT stack.

  • Stacking 2: If you have Exceptional Bonus +1 on 1 item, then put Exceptional +2 on a different item, they WILL stack.  If you put Exceptional +1 on two different items, they will NOT stack.  (This all assumes they are the same type.

  • Stacking 3: Regeneration Bonuses will NOT stack with each other on the same weapon/item or on different weapon/items.

  • Stacking 4: AC Bonuses will NOT stack with each other on the same weapon/item or different weapon/items.

  • Stacking 5: Healing Amplification will stack, as long as they are different amounts.  A 10% will stack with a 20%, but two 10%'s will not stack.

  • Stacking 6: Any specific skill/save will NOT stack with a regular item.  IE)  Tempered 2 Intim will not stack with a Helm of Intimidation.

  • Stacking 7: HP Items, of different amounts (+10, +15, +20) WILL stack.  Two of the same amount will NOT stack (+10 & +10)

  • Stacking 8: HP Items, if you have two different GS Items, 1 with +10 HP, the other with +15, they WILL stack.  If you have two different GS Items, 1 with +10, the other with +10, they will NOT stack.

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What items can I get stat bonus's on?

Stats: The only stat you can increase on a jewelry item currently is Wisdom (+6). All other bonus types are to your SKILLS only when placed on a jewelry item.  Weapon's can get any stat on them.

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Does the order I place the two shards on the third altar matter?

No, the order you place the shards on the altar when creating a super shard at the third altar does not matter.  Dominant focus will always take precedence no matter the placement order.  Water, Fire, Earth, Air, Positive, Negative in that order for what is dominant (Exception Air beats Water).

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What's the average raw items required for all GreenSteel Recipe's?
 
Bitterscrub Fungus 1.5
Chipmunk Funk 2.2
Locus Husk 2.1
Glistening Pebble 2.3
Lammanian Lily Petals 1.4
Green Briar Twigs 2.4

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What's the average raw items required for all Tier 1 Recipe's?
 

Small Glowing Arrowheads

2.0
Small Gnawed Bones 1.5
Small Infernal Chains 2.0
Small Devil Scales 2.5
Small Twisted Shrapnel 1.8
Small Sulfurous Stones 2.2

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What's the average raw items required for all Tier 2 Recipe's?
 

Medium Glowing Arrowheads

2.0
Medium Gnawed Bones 1.5
Medium Infernal Chains 2.0
Medium Devil Scales 2.5
Medium Twisted Shrapnel 1.8
Medium Sulfurous Stones 2.2

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What's the average raw items required for all Tier 3 Recipe's?
 

Large Glowing Arrowheads

3.4
Large Gnawed Bones 2.6
Large Infernal Chains 3.4
Large Devil Scales 4.3
Large Twisted Shrapnel 3.1
Large Sulfurous Stones 3.7

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If I am Chaotic, will a positive made weapon inflict negative levels?

No. The only source of negative level from Shroud crafting is equipping an unholy weapon with a good-aligned character.

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Can I wear more than 1 GS item at a time?

Yes & No.  In order to wear more than 1 item at a time, you must "Cleanse" one of the items.  In order to "Cleanse" an item, you must complete 20 runs of the shroud.  Your end reward will include a Cleansing Stone.  On your next run of the shroud, after completion, on the final altar, place your Item, the Cleansing Stone, and a High Energy Cell to cleanse the item.  You will then be able to wear this item with another. 

If you do NOT Cleanse 1 of the items, you will start to die when you have two uncleansed items equiped.

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Can I use more than 1 GS weapon at a time?

Yes, you can equip/use more than 1 GS weapon at a time.  No cleansing is required with weapons.

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How do I use the Cleansing Stone?

You obtain one after 20 runs of the shroud, every time.  You can use it on your 21st or later run.  It must be used on the 3rd Alter (Alter of Devastation).  You place your ITEM + CLEANSING STONE + HIGH ENERGY CELL onto the alter and Mix Magically.  This will remove the Taint from the item, so you can wear more than 1 item on your character, without killing yourself.  Cleansing stones are bound to your character.  Using the cleansing stone on an item will bind that item to your character.

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